Ideally, what should happen is that item motion when inside a block degrades to a fixed vertical speed, say about double the speed you get from an item at rest finding itself inside a block. It should not accelerate.
Is this bug still a problem... That is a accelerating motion of items actually pushed into a block by piston or dropper?
Really it is a bigger problem for 'glass' item elevators than tree farms, and the main decription to be updated to reflect that.
This also does not appear to be the same as a motionless object that is suddenly inside a block due to a closing trapdoor or cobble fence connecting. In that case the items rise up VERY slowly without acceleration. But it can take about 4 to 5 minutesfor the items to rise up 100 blocks or more, making items despawn before reaching the top a very tall glass item elevator.
+Ryan Leach Mobs don't stand in shallows they swim!
if that was to change it would likely break a lot of things, especially mob-a-vators, something that has been in the game since it was beta!
However the AI has been resolved. There is a different bug involving mobs not swimming very fast if they decide to change direction while in water, resulting in mobs getting stuck in ponds and rivers, especially chickens, but that is not this bug.
The hopper in this case is looking at the stand and not the item drops.
In otherwords...
This is NOT a bug. Works as intended!
James... Dedicated slots is a good idea, but as there is only 8, it may limit other posibilities in the future. Better for villagers to have a little more inventory management smarts, which is what this bug is really about.
Basically villagers need to merge slots, and limit the maximum amount of seeds they pick up. Also only farmers should actually be able to pick up seeds and wheat, which I thought (from the previous corrupt inventory bug) is what happened.
Farmers being able to craft bread for their own use, and then throw excess bread would also make a lot more sense than throwing wheat that turns into bread as part of the throw. It would however mean that farmers given lots of wheat to fill inventory slots, will instead fill one slot, then have the other slots filled with bread. It would mean more wheat would be needed to 'initialise' the farmer, and they would have enough food they they would not be interested in harvesting more wheat. Thus break some of the current wheat farmer, or bonemeal to wheat auto-farms they currently exist.
One thing. Farmers buying wheat (which essentially disappears rather then being used) to me makes no sense, when they have a full inventory of wheat. But it does help game play.
Additional. This problem while not a bug (works as intended) is also now moot.
Minecraft 1.8 completely revamped the trading system and you can no longer get 'perfect traders'.
This 'bug report' should be closed.
it is the same bug. but this one is more complete are to reasons and cause of the problem.
Bad inventory handling, with some stupid bugs involving dropping 'zero' items, due to a bad conditional.
I would probably say "Works as intended" rather than invalid!
This is NOT a bug. There is a ultra rare chance of a 9th slot gold trade. I myself have seen it.
also in 1.8 there are not perfect villagers, so even if classed as a bug, it will be of no consequence shortly.
However perfect paper traders (8th slot) has been determined to happen roughly 1 in 11 librarians (from a 100 million sample , if you can get all the librarian trades unlocked, which can take a lot of emeralds and work. So if this happens, you are better off just continuing your search.
See Forum discussion
http://www.minecraftforum.net/topic/1762291-/page__st__20#entry24298520
PS: 2 perfect paper traders are better than 1, as you can then jump from one to the other, while they reset. Also I find written book traders better still, if you have a ink farm.
This happens all the time on multiplier servers where you have a Trading Village a lot of people use.
We have now lost on the order of a dozen perfect paper traders through this bug.
However as 1.8 changes everything, and resets at a 20% chance on any trade, I doubt this bug will ever be resolved.
The question is, and this is very hard to check, if on the rare occasion you had to trade all the villages trades, before the villager resets, if the disconnect (and chunk unload) happens, could you get a village with all trades permanently locked?
This would be a super rare occurence (more like 2 orders of magnitude rarer than 1.7), but I can see it being possible that this bug can happen in 1.8. However as you can not have perfect villagers, I doubt it is as important. The exception maybe with a librarian with one of the ultra good enchanted book trades (unbreaking III, sharpness V, etc).
For a single character bug fix, it seems ridiculous that this wasn't fixed almost immediately!
Perhaps a solution is to have unbreaking enchant not work for the last use or last few uses.
That is when a pick only has one use left, it always breaks, regardless of unbreaking enchant. That way randomness caused by server-client sync does not play a part.
As this may happen quickly perhaps the last 5 or 10 uses of a tool does not allow unbreaking, so as to ensure client-servers are in sync in a tools last moments of life.
Note that this bug is also probably what allows the current piston-less glass item elevators to work. Enities can go into the fence block, but then they want to rise up into the item elevator as they are now 'inside' a block.
Chickens stuck in a fence corner will lay eggs but the eggs are 'ejected' from that fenced block.
For sheep and cows, placing carpet on top of the fence post in the corner stops the issue, as they hit the carpet collision box.
All the wandering I have seen has mostly been the result of the north-west bias, which is supposedly fixed.
However the fact that even with this bais, mobs tended to swim out to sea shows that most passive mobs do not even try to stay in grassy areas. They do migrate toward sky lit areas, but not grass. or at least avoid 'water' area.
Ideally passive land mobs (sheep, cows, chickens, and now rabbits) should make a few random destination rolls, then pick preferentially sky lit, grass (mycellium for mooshrums), then dry land, and only select water, if all the random choices was water.
That is not to say mobs won't swim across rivers or lakes to get to the grass on the other side, but at least they shouldn't drift out to sea, unless left no choice.
Are burnt out torches still being randomly updated to repair? A report on redit seems to indicate the they just stopped random update repair!
http://www.reddit.com/r/Minecraft/comments/28vnpy/
Beauty Bonsa.... Thanks Mojang... and specifically Mog... for fixing this.
Especially with the zombie seige start fix as well.
Yes definitely..
Please fix the related (but not quite the same) bug MC-7488.
Without that bug being fixed as well, zombie sieges can be very annoying, as they can and will spawn in the middle of houses and trading booths.
Thanks Mog for fixing this.
The problem effects torches which are part of the loop!
Also the image is of loops only consisting of torches.
Random update is for dealing with burned out torches, but the timing fault may result in torches remaining permanently on, which never gets fixed.
md_5 said... "By killing the target of an angry pigmen, you make yourself the target."
Which does not really make sense. A gast hits a pigman, pigman gets angry at gast. you kill the gast, so pigmen get angry at you (or someone else that is closer). Really you helped the pigmen by killing the thing that hurt it. Why should it get angry at you!
At least they stopped pigmen continuously making more pigmen angry, unless you hit them again. That bug was the real nasty one of previous releases!